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nauka2.py
259
nauka2.py
@ -1,12 +1,9 @@
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ALPHA = (0, 255, 0)
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# Import the pygame module
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import pygame
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import sys
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import os # new code below
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background_image = pygame.image.load("images/tile.jpg")
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# Import pygame.locals for easier access to key coordinates
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# Updated to conform to flake8 and black standards
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import os
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import time
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background_image = pygame.image.load("./images/tile.jpg")
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from pygame.locals import (
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K_UP,
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K_DOWN,
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@ -17,64 +14,14 @@ from pygame.locals import (
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QUIT,
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)
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# Define constants for the screen width and height
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SCREEN_WIDTH = 564
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SCREEN_HEIGHT = 564
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# Define a player object by extending pygame.sprite.Sprite
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# The surface drawn on the screen is now an attribute of 'player'
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# class Player(pygame.sprite.Sprite):
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# def __init__(self):
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# super(Player, self).__init__()
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# self.surf = pygame.Surface((56, 56))#75, 25
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# self.surf.fill((255, 255, 255))
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# self.rect = self.surf.get_rect()
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class Dishes:
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#to do
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x=0
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y=0
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def __int__(self, x, y):
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self.x = x
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self.y = y
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def draw(self, surface, image):
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surface.blit(image, (self.x, self.y))
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class Clients:
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#to do
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x = 0
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y = 0
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def __int__(self, x, y):
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self.x = x
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self.y = y
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def draw(self, surface, image):
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surface.blit(image, (self.x, self.y))
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class Kitchen:
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#to do or delete
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pass
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class Order:
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#to do
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x = 0
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y = 0
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def __int__(self, x, y, id):
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self.x = x
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self.y = y
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self.id = id
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def draw():
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screen.blit(background_image, [0, 0])
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screen.blit(player.surf, player.rect)
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player_list.draw(screen)
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pygame.display.flip()
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class Player(pygame.sprite.Sprite):
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'''
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@ -90,6 +37,7 @@ class Player(pygame.sprite.Sprite):
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self.images2 = []
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self.images3 = []
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self.images4 = []
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self.imgList=[]
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for i in range(1,5):
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img = pygame.image.load(os.path.join('images','row-4-col-' + str(i) + '.jpg')).convert()
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@ -109,154 +57,89 @@ class Player(pygame.sprite.Sprite):
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self.image = self.images1[0]
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self.rect = self.image.get_rect()
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# Move the sprite based on user keypresses
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#60
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def update(self, pressed_keys):
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#when the update method is called, we will increment the index
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#finally we will update the image that will be displayed
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# self.image = self.images[self.index]
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nkey = ''
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if pressed_keys[K_DOWN]:
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self.rect.move_ip(0, 56)
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nkey = 'up'
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if self.pkey == nkey:
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self.index += 1
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if self.index >= 4:
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self.index = 0
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else:
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self.pkey = nkey
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self.index = 0
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self.image = self.images1[self.index]
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elif pressed_keys[K_UP]:
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self.rect.move_ip(0, -56)
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nkey = 'down'
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if self.pkey == nkey:
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self.index += 1
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if self.index >= 4:
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self.index = 0
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else:
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self.pkey = nkey
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self.index = 0
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self.image = self.images4[self.index]
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elif pressed_keys[K_LEFT]:
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self.rect.move_ip(-56, 0)
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nkey = 'left'
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if self.pkey == nkey:
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self.image = self.images3[self.index]
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self.index += 1
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if self.index >= 4:
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self.index = 0
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else:
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self.pkey = nkey
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self.index = 0
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elif pressed_keys[K_RIGHT]:
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self.rect.move_ip(56, 0)
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nkey = 'right'
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if self.pkey == nkey:
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self.image = self.images2[self.index]
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self.index += 1
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if self.index >= 4:
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self.index = 0
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else:
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self.pkey = nkey
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self.index = 0
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else:
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return False
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#
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# if self.index >= len(self.images):
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# self.index = 0
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# if self.pkey == nkey:
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# self.image = self.images[self.index]
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# self.index += 1
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# else:
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# self.pkey = nkey
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# Keep player on the screen
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def onScreen(self):
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if self.rect.left < 0:
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self.rect.left = 0
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self.rect.left = 27
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if self.rect.right > SCREEN_WIDTH:
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self.rect.right = SCREEN_WIDTH
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self.rect.right = SCREEN_WIDTH-28
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if self.rect.top <= 0:
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self.rect.top = 0
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self.rect.top = 27
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if self.rect.bottom >= SCREEN_HEIGHT:
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self.rect.bottom = SCREEN_HEIGHT
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self.rect.bottom = SCREEN_HEIGHT-28
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def step(self, index, newKey):
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self.image = self.imgList[index]
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if newKey == "down":
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self.rect.move_ip(0,7)
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elif newKey == 'up':
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self.rect.move_ip(0, -7)
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elif newKey == 'left':
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self.rect.move_ip(-7, 0)
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elif newKey =='right':
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self.rect.move_ip(7, 0)
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def same(self, newKey, img):
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print(self.pkey, " ", newKey)
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if self.pkey == newKey:
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self.move(newKey)
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else:
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self.pkey = newKey
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self.index = 0
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self.imgList = img
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self.image = self.imgList[0]
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def move(self, newKey):
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nextFrame = time.clock()
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frame = 0
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i = 0
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while True:
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if time.clock() > nextFrame:
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frame = (frame + 1) % 4
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nextFrame += 0.1
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player.step(frame, newKey)
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draw()
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i += 1
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if i >= 8:
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self.onScreen()
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break
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def update(self, pressed_keys):
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newKey = ''
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if pressed_keys[K_DOWN]:
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newKey = 'down'
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self.same(newKey, self.images1)
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elif pressed_keys[K_UP]:
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newKey = 'up'
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self.same(newKey, self.images4)
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elif pressed_keys[K_LEFT]:
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newKey = 'left'
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self.same(newKey, self.images3)
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elif pressed_keys[K_RIGHT]:
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newKey = 'right'
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self.same(newKey, self.images2)
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#if the index is larger than the total images
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return True
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# Initialize pygame
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pygame.init()
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clock = pygame.time.Clock()
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# Create the screen object
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# The size is determined by the constant SCREEN_WIDTH and SCREEN_HEIGHT
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screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
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# Instantiate player. Right now, this is just a rectangle.
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player = Player()
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player.rect.x = 25 # go to x
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player.rect.y = 25 # go to y
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player.rect.x = 22
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player.rect.y = 22
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player_list = pygame.sprite.Group()
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player_list.add(player)
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# Variable to keep the main loop running
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running = True
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# Main loop
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while running:
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# for loop through the event queue
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for event in pygame.event.get():
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# Check for KEYDOWN event
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if event.type == KEYDOWN:
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# If the Esc key is pressed, then exit the main loop
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if event.key == K_ESCAPE:
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running = False
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# Check for QUIT event. If QUIT, then set running to false.
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elif event.type == QUIT:
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running = False
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# guard = False
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# while guard is False:
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# Get the set of keys pressed and check for user input
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pressed_keys = pygame.key.get_pressed()
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# Update the player sprite based on user keypresses
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guard = player.update(pressed_keys)
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player.update(pressed_keys)
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# Fill the screen with black
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screen.blit(background_image, [0, 0])
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#screen.fill((0, 0, 0))
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# Draw the player on the screen
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screen.blit(player.surf, player.rect)
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player_list.draw(screen) # draw player
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# Update the display
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pygame.display.flip()
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clock.tick(30)
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draw()
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